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(+1)

Really good game. I was sucked in immediately trying to complete the goal of 5 waves. The difficulty was both close enough that I wasn’t discouraged, but also far enough that it wasn’t a cakewalk.

A few things I think could be a quick improvement. A custom cursor would be nice. Mine is white, and with how much white is on the floors, that caused a few problems at the start.

In addition, a short-lived indicator of where the enemies spawn would be nice. As a game maker, it’s obvious that all enemies will spawn in the middle of each room, but it wasn’t for a player. To me, I thought “I don’t know where the enemies will spawn, so surely the middle is the safest. I’ll be able to react to everything but the middle if I’m there” for the first few games. Bad start.

An indicator of which rooms haven’t been cleaned yet would have also been nice. I was getting lost every round. Adding a minimap is too much for a game jam, but placing an exclamation mark next to the door of an uncleared room is one example of how to do that.

Canceling the dodge when you enter a new room would have also been nice. As a person that wanted to go fast, dodging right next to the door, and into the middle of the room, was a no bueno. Ironically, this also made the barrier (that prevents you from exiting an enemy-filled room) a more useful addition. Dodging straight into a barrier, and then walking out of the room, is a speedrun strategy. Sadly, this barrier is not there in already cleaned rooms.

Also, the “get rid of shotgun” option is always a free pick for me. The shotgun sounds cool, but it’s a devil’s temptation that becomes useless with a 25% shot speed reduction, and the pistol is almost always better anyway. At least, in my experience.

Again, though, those are just suggestions for improvement. The game already is really fun. Thank you for sharing.

(2 edits)

Wow, we really appreciate the feedback! A custom cursor was definitely needed since you can sometimes "lose" the standard cursor in the patterns. That's a great point about dodge. Yeah, the shotgun needs a little tinkering, I found it useful when circling/spreading the mob formation, but it definitely needs a little more oomph so that the card that loses it hurts more.